Alright, great update, dead ringer nerf, concheror buff, new cool maps but the one thing that itches me is how bad they handled the item sets that gave you bonuses. Instead of like, changing some they removed them all and added bonuses and disadvantages to the weapons. I don't like it. I don't like it at all. I think they should've removed the hats, since they're quite lame and change the effects. These are my suggestions and the problems I have with the sets:

Expert's ordinance:Completely removed. Why? It was such a miniscule set that only gave 10% fire resistance. It was perhaps just enough to equip the caber and give up on a sword. Atleast they could've moved the effect to the LnL. Another form of fire resistance removed, essentially buffing the pyro.

Medieval medic:

What the heck? Just like the expert's ordinance this set has no hat and provides a miniscule effect, I only use it in medieval mode since I use overdose everywhere else. As if medics didn't suck hard enough in medieval. And this set could also make sure so that you could outlive afterburn, another buff to the pyro.

Hibernating bear:

Meh, the old effect sucked anyway, and the steak got a buff. I still feel like it needs something but meh.

Special delivery:

Yeah I get it, this set was simply OP, but it was a good counter against pyros. The set should return without the hat and with a bit of increased healing and about 25% fire resistance, cause removing this set is another buff to the pyro. What they did to the shortstop was the lamest thing ever. What if I don't want the increased healing? In my eyes it's not worth being thrown to the other end of the map by one rocket or FaN blast. I used to pair the shortstop with mad milk and candy cane and call it a mediscout so the extra healing is worthless in my eyes. What if I want the old shortstop huh?

Tank buster:

Meh I guess, but I just got the softcap so that's kinda lame in my eyes. This set was the perfect counter for mini sentries though, but the back-up just got a buff. I think they did exaggerate on the back-up with this sentry resistance when deployed. They should remove that from the back-up and give the tank buster set a return, without a hat and with 15% sentry resistance.

Gas jockey:

Same as with special delivery. Being able to outrun anything but scouts was just asking for W+M1 even though it had reduced damage. The new powerjack is cool I guess but what if I want to use it like the old one? I think the set should return without the hat and have like 20-25% extra airblast power.

Croc-o-style kit:

I really can't come up with anything good. I guess it got implemented in the form of bullet resistance for the danger shield, so a non-charged headshot couldn't kill you. It is kinda lame how the shield and bushwacka give you reduced fire and explosive resistance, which is a bit dangerous.

Saharan spy:

It should return without the hat. Now that the dead ringer is nerfed it's fine to have better cloak, especially because you have a bit of a lack of disguise. The etranger was balanced before and would work good outside the saharan spy set and now everybody and their mother is gonna use it.

"Another form of fire resistance removed, essentially buffing the Pyro"

Except the Chargin Targe completely nullifies afterburn now. That means that you can't be axtinguished or flarepunched. And don't forget the +50% fire resistance it already had. :spycon:

I think you will still burn, only it will do no damage, so combos can still be pulled off. And afterburn is OP anyways, it needed the resistance. And it won't stop pyros from W+M1 and constantly dishing out damage, rendering the afterburn resistance useless.

Wow. Steam. The only reason i like playing pyro is because of the the gas jockey gear because of its speed. Doesnt even give a lot of speed and theirs also the less bullet resistance so why nerf it? Why get rid of the effect completly. Also the saharan set. Lol, the effect now is so wierd. What kind of new effect is that? Huh, a sandstorm when he taunts, thats so gonna help in game play. Lol, Replacing the effects with gravestones that dont even look that good.... Good job steam. At least put different effects in that help in game but not that much. And why did u get rid of the set effects that dont require a hat like the medieval medic? Well whatever your planning better work steam.

Looking at stuff like the Powerjack, the L'etranger and the Backup: Be honest, how often did you see use of these weapons outside their set? Now each part of the sets is viable independently, while they still feature great synergy with their sets' other compounds. Where you see a reason to rant here eludes me.

Looking at stuff like the Powerjack, the L'etranger and the Backup: Be honest, how often did you see use of these weapons outside their set? Now each part of the sets is viable independently, while they still feature great synergy with their sets' other compounds. Where you see a reason to rant here eludes me.

I used them outside their set, but I think it's really lame how they completely changed those weapons. The etranger is now OP when used without the YER and the YER is UP without the etranger. They should've given both saharan spy weps +20% cloak duration each for a combined 40%.